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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update local_lights_house.sqf
Optimised lightpoint creation and increased window light distance. Tweaked randomness.
This commit is contained in:
@@ -2,49 +2,48 @@
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DayZ Epoch Lighting System - House Lights
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DayZ Epoch Lighting System - House Lights
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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*/
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*/
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private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstTrig","_rndLights","_lmpCol"];
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private ["_objLightPoint","_pos","_objHouse","_dir","_rng","_lpDist","_nrstTrig","_rndLights","_lmpCol"];
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_rng = _this select 0;
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_rng = _this select 0;//player range to light windows
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_nrstTrig = _this select 1;
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_nrstTrig = _this select 1;
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_rndLights = _this select 2;
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_rndLights = _this select 2;
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_lmpCol = _this select 3;
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_lmpCol = _this select 3;
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_lpDist = _this select 4;//Range to create lightpoints at
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_objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
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_objHouse = nearestObjects [_nrstTrig, ["House"], _rng];
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if(!isNil "_objHouse")then{
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if(!isNil "_objHouse")then{
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{
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{
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if(_x getVariable ["axeHLight", 0]<1)then{
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if(_rndLights>(random 100))then{
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if(_rndLights>random 100)then{
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_lightstate = _x animationPhase "Lights_1";//Window lights on or off
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if(_x animationPhase "Lights_1"==0) then
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_pos = getPos _x;
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_dir = getDir _x;
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if(_x getVariable ["axeHLight", 0]<2)then{
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if(_lightstate==0) then
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{
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{
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_x animate ["Lights_1",1];
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_x animate ["Lights_1",1];
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if(65 <(random 100)) then{
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if(42 > random 100) then{_x animate ["Lights_2",1];};
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_x animate ["Lights_2",1];
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//sleep .1;//Wait for animation phase
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};
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sleep .1;//Wait for animation phase
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};
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};
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if((_x animationPhase "Lights_1">0))then{
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if((_x animationPhase "Lights_1"==1))then{
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_pos = getPos _x;
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_dir = getDir _x;
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
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if(player distance _x < _lpDist)then{
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[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
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[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
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_x setVariable ["axeHLight", 1, false];
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_x setVariable ["axeHLight", 1, false];
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};
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}else{
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}else{
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if(player distance _x < _lpDist)then{
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if((_x getVariable ["axeHLight", 0])<1)then{
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[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
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[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
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_x setVariable ["axeHLight", 1, false];
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_x setVariable ["axeHLight", 1, false];
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}else{
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deleteVehicle _objLightPoint;
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_x setVariable ["axeHLight", 0, false];
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};
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};
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};
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};
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};
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};
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};
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};
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}else{
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}else{
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_x setVariable ["axeHLight", 2, false];//Set as failed power supply
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if(_rndLights<random 100)then{
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_x setVariable ["axeHLight", 1, true];
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};
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};
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};
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} forEach _objHouse;
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} forEach _objHouse;
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};
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};
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